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<blockquote data-quote="ruleslawyer" data-source="post: 1641768" data-attributes="member: 1757"><p>I tried the spontaneous domain casting thing for a while before I realized its major flaw: You're not reducing the cleric's power when you allow this; instead, you're screwing the other members of the party.</p><p></p><p>The reason for spontaneous healing, as Infinite Monkey said, is to allow clerics to heal without confining their RP function to being walking hospitals. Spontaneous healing means that clerics probably will expend a huge number of spell slots on healing anyway (assuming 1 cleric in a party of 4), but they'll have the option to use some non-healing spells. </p><p></p><p>IMHO, the big problem with the cleric is that the domains, rather than being a core component of the cleric's spell list, are add-on powerups. But, this isn't the fault of the domain system; it's the fault of the generic cleric spell list! Namely, that list is just too big and too good. As a result, designers are driven to add all the good arcane spells to domains (in order to avoid making domain lists redundant), and the domains don't really influence the cleric's power as much as do, say, <em>righteous might</em> and <em>divine power</em>.</p><p></p><p>My solution has been to drastically reduce the core cleric spell list, expand the domain lists, and allow clerics to access spells from <em>all</em> the domains available to their patron deities as their base spells prepared. Bonus domain spells, along with the restriction on using domain spells only in those slots, are eliminated. Access to an extra domain, via a prestige class or feat, for example, confers only the domain's special power. </p><p></p><p>IMC, the average deity grants four to six domains; those deities who grant fewer domains give better granted powers (which are no longer linked to domains).</p><p></p><p>I've attached my cleric spell lists, if you're interested.</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 1641768, member: 1757"] I tried the spontaneous domain casting thing for a while before I realized its major flaw: You're not reducing the cleric's power when you allow this; instead, you're screwing the other members of the party. The reason for spontaneous healing, as Infinite Monkey said, is to allow clerics to heal without confining their RP function to being walking hospitals. Spontaneous healing means that clerics probably will expend a huge number of spell slots on healing anyway (assuming 1 cleric in a party of 4), but they'll have the option to use some non-healing spells. IMHO, the big problem with the cleric is that the domains, rather than being a core component of the cleric's spell list, are add-on powerups. But, this isn't the fault of the domain system; it's the fault of the generic cleric spell list! Namely, that list is just too big and too good. As a result, designers are driven to add all the good arcane spells to domains (in order to avoid making domain lists redundant), and the domains don't really influence the cleric's power as much as do, say, [i]righteous might[/i] and [i]divine power[/i]. My solution has been to drastically reduce the core cleric spell list, expand the domain lists, and allow clerics to access spells from [i]all[/i] the domains available to their patron deities as their base spells prepared. Bonus domain spells, along with the restriction on using domain spells only in those slots, are eliminated. Access to an extra domain, via a prestige class or feat, for example, confers only the domain's special power. IMC, the average deity grants four to six domains; those deities who grant fewer domains give better granted powers (which are no longer linked to domains). I've attached my cleric spell lists, if you're interested. [/QUOTE]
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